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Last week I wrote about my hopes for New World and how, as a sandbox title, it could offer a new lease of life for the genre. One particular point that I wanted to discuss in greater depth was the prospect of fully open, player versus player looting. I know many might instantly shiver at the thought but for a sandbox to truly be, well, a sandbox, it surely has to have it.
Comments
~I am Many~
Sounds great in theory but in practice it just doesn't work because most developers are too lazy to write in a system dealing consequences, EVE being a notable exception, and the vast majority of players can't be arsed to deal with the ganking that is inevitible.
Plus, building a persistent MMO world just around a hardcore PvP playerbase will hurt them. They are the most fickle and intolerant of all MMO types... But, I guess PvP is cheap content generation, so remains popular with the accountants. Are they offering PvE servers or whatever?
Despite the argument that this 'builds community' or 'models the real world', it really does neither. Chaos doesn't work in society, and only works in games because there are no consequences. Kill you neighbor and take his stuff? That's a prescription for many years in jail, where you can't log to another character or account and play another character.
Enjoy your gankfest.
Logic, my dear, merely enables one to be wrong with great authority.
"If I offended you, you needed it" -Corey Taylor
But the acronym MMMORPG now currently means Microscopic Multiplayer Online Role-Playing Game. Kappa.
So for example a pk'er dies and reappears as their spirit, and in order to resurrect it will cost a token from the cash shop that is $5. This ensures that there is balance in pk'ing because the cost will be measured against what is gained, rather then the no cost "harvesting tears" attitude that plagues PvP currently.
This also handles the sort of issues you get when people have a "good" character that plays nice, and then uses that to fund the "bad" character who only appears when it is safe to gank. Separation of characters in this fashion destroys the immersion of the harsh world and leads to fractured playerbases. By encouraging players to stick with their "main", people become more invested in your game and interactions between customers become more meaningful, which leverages the social aspect of gaming which seems to be escaping the current crop of developers.
Simply, imposing a cost on an activity helps regulate the demand of the activity. With no costs on a product (here, pk'ing) then demand is infinite from certain quarters. This is a problem that can be solved with a simple price schedule.
Archeage EU - Nui
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Personally I won't play them though and even argue that a "sandbox" doesn't even need PvP to be one.
¯\_(ツ)_/¯
The realistic angle doesn't work period as the players have more insight and knowledge outside of the game that the realism is trying to emulate.
I'd also mention Ultima Online, but I know many detractors will attempt to curb that argument by pointing out the introduction of Trammel. Regardless of your position, the crafting system pre-Trammel allowed players to make and replace weapons and armor that were extremely competitive, even against most of the magical variants (though there were exceptions). This softens the burden of loss, and allows people to create contingency plans in the way of an armory. If you died, so what? You had twenty more suits of armor and twenty more swords to go kick ass with.
"This is life! We suffer and slave and expire. That's it!" -Bernard Black (Dylan Moran)
Full loot doesn't appeal to a wide enough audience anymore, gone are the days when mmo's were new, hard, and the majority of players were extremely hardcore, patient, and dedicated. I really think it would be much smarter to appeal to both ends of the spectrum in terms of pvpers by finding a middle ground. I like what MJ stated CU would have, he expressed loosing a part of your soul that was reclaimable, for example. Come up with a unique system that doesn't repel huge chunks of the pvp community before a title is even released.
A perfect example would be out of the 7 friends I know who are very interested in Dark and Light. 5 of the 7 are almost completely turned off by the notion of full loot.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red
Other than that the OP is correct. The intensity is on a completely different level. Also the lasting memories are sooo much more than I've had in every other "safe" themepark that I've ever played.
Thank you for your time!
"This is life! We suffer and slave and expire. That's it!" -Bernard Black (Dylan Moran)